﻿Shader "Aimin/XRay"
{
    Properties
    {
        _XRayColor ("XRay Color", Color) = (1, 1, 1, 1)
    }
    SubShader
    {
        Tags { "Queue" = "Transparent" }

        Pass
        {

            Stencil
            {
                Ref 3
                Comp Greater
                Fail Keep
                Pass Replace
            }

            ZWrite Off
            ZTest Always
            Blend SrcAlpha OneMinusSrcAlpha

            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            float4 _XRayColor;

            struct appdata
            {
                float4 vertex: POSITION;
                float2 uv: TEXCOORD0;
            };

            struct v2f
            {
                float2 uv: TEXCOORD0;
                float4 vertex: SV_POSITION;
            };



            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;

                return o;
            }

            fixed4 frag(v2f i): SV_Target
            {
                // sample the texture
                fixed4 col = _XRayColor;
                
                return col;
            }
            ENDCG

        }
    }
}
